![]() ![]() The character model is coming along nicely and is nearly finished. There’s a bit to add and clean up with the new building system, but once it’s sorted the move to customisable rafts also shouldn’t be much of a problem. The current menu system does not fit the new system well with placing panels and building parts so we’re sorting something out asap. We’re also working on a new crafting interface as part of the new system. The building pieces are just simple block-outs for now while we finalise the designs and how it will all work together with different material tiers. The building side of the crafting system is also running on the newer system while the crafting side is stuck on the old system. The ‘floating camp-fire’ bug is a casualty of the new crafting system being midway. These features will be integrated more fully as the system progresses. It’s in a very early stage, but it’s already incorporating new features like structural integrity and destruction. The new building part of the system has been introduced with the latest build. The crafting and building system is also getting a huge rework. Yay! All these changes meant reworking almost all the game mechanics. You’ll be able to download any community created zones and add them to your custom world like a jigsaw puzzle. In-between these hand-crafted zones are ‘resource’ islands which are completely procedural like you’ve seen previously but are now up to 4x the size. The idea is to have the community involved with this process as well by allowing you to make your own custom map zones to share. Eventually this starting zone, and many others will be detailed out by a level designer. We’ve been torn between procedural generation and hand-crafted world design so we came up with a solution to combine the two. The new terrain system is split up into ‘zones’ where each zone has a biome with parameters that can be procedurally generated at run time or hand-crafted and loaded from disk… or a mixture of both. For now you start on a hand-crafted starting island which is mainly just a tester for all our new game elements. The terrain system has had a complete rework for the recent update. On that note – the raft mechanics are currently being revamped so there might be a few glitches before we push the new mechanics. Eventually we’ll incorporate more gameplay elements like drowning that will make it hard to traverse open water, necessitating ‘vehicles’ like rubber and wooden rafts, life preservers, boats, etc. We appreciate that some people might get a bit motion sick so we’ve added an options slider for the effect. ![]() ![]() We’ve started integrating the ocean with the player movement and rafts as well which definitely adds to the experience of being stuck in open ocean in a little life raft. ![]() It’s already looking great, but we still have a bit to do to integrate it better (removing some artefacts, optimising for different systems, etc) but when it’s finished it should easily look and perform better than the previous system. The new ocean is probably the first thing that is noticeably different when you start a new game. It is on the experimental branch so keep in mind that a lot of the features aren’t fully incorporated or optimised! There’s been some pretty big changes with a lot of the features we’ve been talking about starting to be introduced like the new ocean, terrain and building system. It’s Stranded Deep… just bigger and better! So we recently updated the experimental branch with a new build and it might look a little different than the last. ![]()
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